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DAMAGE CALCULATOR

Compute hit-to-kill shots, velocity falloff curves, and plate penetration across vest tiers and anatomical hitboxes.

FIRING SOLUTION
ENGAGEMENT RANGE 0 m
0 m POINT BLANK 1200 m
TARGET DEFENSES

Armor protection applies strictly to the zones covered. AP ammunition mitigates ballistic plating, while hollow point munitions struggle against hardened plates.

BALLISTIC METRICS
910 m/s
PROJECTILE SPEED
800 RPM
CYCLIC RATE
Standard
CARTRIDGE LOAD
28
BASE YIELD
Protective vest / helmet: unequipped
TORSO
UNPROTECTED ZONE
27.2
DAMAGE PER HIT
4
HITS NEEDED
0.22s
LETHALITY WINDOW
0.00s
FLIGHT DELAY
DAMAGE OVER RANGE · TORSO
4 shots to 570 m · 5 shots to 731 m · 6 shots to 838 m · 7 shots to 915 m · 8+ shots past that · drag across the chart to set range
HIT ZONE TABLE
ZONE DAMAGE SHOTS TTK PROTECTION
Head 27.2 4 0.22s ·
Neck 27.2 4 0.22s ·
Upper Torso 27.2 4 0.22s ·
Torso 27.2 4 0.22s ·
Lower Torso 27.2 4 0.22s ·
Pelvis 27.2 4 0.22s ·
Upper Arm 27.2 4 0.22s ·
Forearm 27.2 4 0.22s ·
Hand 27.2 4 0.22s ·
Thigh 27.2 4 0.22s ·
Calf 27.2 4 0.22s ·
Foot 27.2 4 0.22s ·
Standard 100 HP operator · Lethality measured from trigger break to final impact (bullet travel lag integrated) VIEW TTK RANKINGS
Game data based on wardogs-data-docs by Kiyogitpy, available at https://github.com/Kiyogitpy/wardogs-data-docs, licensed under CC BY-SA 4.0; reshaped for this site.
BALLISTIC SIMULATION REFERENCE MANUAL

CALIBER DAMAGE FORMULAS

Base weapon damage scales from cartridge propellant energy, barrel length, and bullet mass. Muzzle velocity governs initial impact severity, with kinematic energy dissipating along verified polynomial resistance curves across atmospheric engagement distances.

ANATOMICAL HITBOX MULTIPLIERS

Anatomical hit locations modify raw base damage: cranial strikes receive critical headshot amplification, while extremities like limbs and hands suffer reduced kinetic trauma. Upper and lower torso zones absorb standard projectile force subject to protective plate coverage.

BALLISTIC ARMOR CLASS MITIGATION

Protective vests and combat helmets apply damage thresholds based on armor rating. High-velocity armor-piercing (AP) cartridges defeat lower-tier materials with minimal mitigation, whereas hollow-point (HP) projectiles experience high friction against composite plates.

VELOCITY FALLOFF & FLIGHT TIMING

Flight time increases linearly across ballistic trajectory arcs. Standard bullet velocity drops beyond designated effective meters, determining the exact distance band where shots-to-kill requirements step up to subsequent integer tiers.

BALLISTICS & ARMOR FAQ

What factors dictate hit-to-kill shots in WARDOGS?

Total shots required depend on weapon base damage, distance falloff tier, hit location multiplier, and the defender's equipped armor tier. Striking unarmored regions or cranial zones drastically accelerates elimination.

Can Level 3 body armor stop high-caliber rifle rounds?

Level 3 ceramic plates absorb substantial kinetic energy from standard 5.56mm and 7.62mm rounds, forcing additional shots to penetrate. However, specialized Armor Piercing (AP) munitions bypass a large share of plate mitigation.

How does projectile velocity affect long-range gunfights?

Higher muzzle velocity minimizes travel time, reducing the target lead needed at extended distances. Beyond the effective falloff range, reduced velocity also reduces kinetic damage delivered upon impact.